#ifndef __GLEW_H__
#include <GL/glew.h>
#include <GL/wglew.h>
#endif
#include "StimNDot.h"


CStimNDot::CStimNDot(const enum Stims::StimType& eDotVolume_)
    :
CStimBase(eDotVolume_)
{
}


CStimNDot::~CStimNDot(void)
{
    glDeleteLists(_uDisplay,1);
}

void CStimNDot::Reset()
{
    if (!glIsList(_uDisplay))
        _uDisplay = glGenLists(1);

    // compute world size
    Compute2DWorldSize();
}

void CStimNDot::Draw()
{
    glCallList(_uDisplay);
}

void CStimNDot::Compute2DWorldSize()
{
    // compute size of world    -- scrap computing, just draw a world with dimensions of 1000, is fine for now. Redo when needed
    _dXRangeMin = -500;
    _dXRangeMax =  500;

    _dZRangeMin = -900;
    _dZRangeMax =  100;
}